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Stop undo of just the root prim position in the linkset from shifting the whole linkset.
However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
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@@ -3705,9 +3705,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_undo.Push(nUndo);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, stack size now {2}",
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// Name, LocalId, m_undo.Count);
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Stored undo state for {0} {1}, stack size now {2}",
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Name, LocalId, m_undo.Count);
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}
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}
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}
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@@ -3740,9 +3740,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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lock (m_undo)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
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// Name, LocalId, m_undo.Count);
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
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Name, LocalId, m_undo.Count);
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if (m_undo.Count > 0)
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{
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